i965: Enable GL_KHR_blend_equation_advanced on G45 and later.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_link.cpp
1 /*
2 * Copyright © 2015 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "brw_context.h"
25 #include "brw_shader.h"
26 #include "brw_fs.h"
27 #include "brw_nir.h"
28 #include "brw_program.h"
29 #include "compiler/glsl/ir.h"
30 #include "compiler/glsl/ir_optimization.h"
31 #include "compiler/glsl/program.h"
32 #include "program/program.h"
33 #include "main/shaderapi.h"
34 #include "main/shaderobj.h"
35 #include "main/uniforms.h"
36
37 /**
38 * Performs a compile of the shader stages even when we don't know
39 * what non-orthogonal state will be set, in the hope that it reflects
40 * the eventual NOS used, and thus allows us to produce link failures.
41 */
42 static bool
43 brw_shader_precompile(struct gl_context *ctx,
44 struct gl_shader_program *sh_prog)
45 {
46 struct gl_linked_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
47 struct gl_linked_shader *tcs = sh_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
48 struct gl_linked_shader *tes = sh_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
49 struct gl_linked_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
50 struct gl_linked_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
51 struct gl_linked_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
52
53 if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
54 return false;
55
56 if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
57 return false;
58
59 if (tes && !brw_tes_precompile(ctx, sh_prog, tes->Program))
60 return false;
61
62 if (tcs && !brw_tcs_precompile(ctx, sh_prog, tcs->Program))
63 return false;
64
65 if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
66 return false;
67
68 if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
69 return false;
70
71 return true;
72 }
73
74 static void
75 brw_lower_packing_builtins(struct brw_context *brw,
76 gl_shader_stage shader_type,
77 exec_list *ir)
78 {
79 /* Gens < 7 don't have instructions to convert to or from half-precision,
80 * and Gens < 6 don't expose that functionality.
81 */
82 if (brw->gen != 6)
83 return;
84
85 lower_packing_builtins(ir, LOWER_PACK_HALF_2x16 | LOWER_UNPACK_HALF_2x16);
86 }
87
88 static void
89 process_glsl_ir(gl_shader_stage stage,
90 struct brw_context *brw,
91 struct gl_shader_program *shader_prog,
92 struct gl_linked_shader *shader)
93 {
94 struct gl_context *ctx = &brw->ctx;
95 const struct brw_compiler *compiler = brw->intelScreen->compiler;
96 const struct gl_shader_compiler_options *options =
97 &ctx->Const.ShaderCompilerOptions[shader->Stage];
98
99 /* Temporary memory context for any new IR. */
100 void *mem_ctx = ralloc_context(NULL);
101
102 ralloc_adopt(mem_ctx, shader->ir);
103
104 lower_blend_equation_advanced(shader);
105
106 /* lower_packing_builtins() inserts arithmetic instructions, so it
107 * must precede lower_instructions().
108 */
109 brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
110 do_mat_op_to_vec(shader->ir);
111
112 unsigned instructions_to_lower = (DIV_TO_MUL_RCP |
113 SUB_TO_ADD_NEG |
114 EXP_TO_EXP2 |
115 LOG_TO_LOG2 |
116 DFREXP_DLDEXP_TO_ARITH);
117 if (brw->gen < 7) {
118 instructions_to_lower |= BIT_COUNT_TO_MATH |
119 EXTRACT_TO_SHIFTS |
120 INSERT_TO_SHIFTS |
121 REVERSE_TO_SHIFTS;
122 }
123
124 lower_instructions(shader->ir, instructions_to_lower);
125
126 /* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
127 * if-statements need to be flattened.
128 */
129 if (brw->gen < 6)
130 lower_if_to_cond_assign(shader->ir, 16);
131
132 do_lower_texture_projection(shader->ir);
133 brw_lower_texture_gradients(brw, shader->ir);
134 do_vec_index_to_cond_assign(shader->ir);
135 lower_vector_insert(shader->ir, true);
136 lower_offset_arrays(shader->ir);
137 lower_noise(shader->ir);
138 lower_quadop_vector(shader->ir, false);
139
140 do_copy_propagation(shader->ir);
141
142 bool lowered_variable_indexing =
143 lower_variable_index_to_cond_assign((gl_shader_stage)stage,
144 shader->ir,
145 options->EmitNoIndirectInput,
146 options->EmitNoIndirectOutput,
147 options->EmitNoIndirectTemp,
148 options->EmitNoIndirectUniform);
149
150 if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
151 perf_debug("Unsupported form of variable indexing in %s; falling "
152 "back to very inefficient code generation\n",
153 _mesa_shader_stage_to_abbrev(shader->Stage));
154 }
155
156 bool progress;
157 do {
158 progress = false;
159
160 if (compiler->scalar_stage[shader->Stage]) {
161 if (shader->Stage == MESA_SHADER_VERTEX ||
162 shader->Stage == MESA_SHADER_FRAGMENT)
163 brw_do_channel_expressions(shader->ir);
164 brw_do_vector_splitting(shader->ir);
165 }
166
167 progress = do_lower_jumps(shader->ir, true, true,
168 true, /* main return */
169 false, /* continue */
170 false /* loops */
171 ) || progress;
172
173 progress = do_common_optimization(shader->ir, true, true,
174 options, ctx->Const.NativeIntegers) || progress;
175 } while (progress);
176
177 validate_ir_tree(shader->ir);
178
179 /* Now that we've finished altering the linked IR, reparent any live IR back
180 * to the permanent memory context, and free the temporary one (discarding any
181 * junk we optimized away).
182 */
183 reparent_ir(shader->ir, shader->ir);
184 ralloc_free(mem_ctx);
185
186 if (ctx->_Shader->Flags & GLSL_DUMP) {
187 fprintf(stderr, "\n");
188 fprintf(stderr, "GLSL IR for linked %s program %d:\n",
189 _mesa_shader_stage_to_string(shader->Stage),
190 shader_prog->Name);
191 _mesa_print_ir(stderr, shader->ir, NULL);
192 fprintf(stderr, "\n");
193 }
194 }
195
196 extern "C" struct gl_linked_shader *
197 brw_new_shader(gl_shader_stage stage)
198 {
199 struct brw_shader *shader;
200
201 shader = rzalloc(NULL, struct brw_shader);
202 if (shader) {
203 shader->base.Stage = stage;
204 }
205
206 return &shader->base;
207 }
208
209 extern "C" GLboolean
210 brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
211 {
212 struct brw_context *brw = brw_context(ctx);
213 const struct brw_compiler *compiler = brw->intelScreen->compiler;
214 unsigned int stage;
215
216 for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
217 struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
218 if (!shader)
219 continue;
220
221 struct gl_program *prog =
222 ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
223 0);
224 if (!prog)
225 return false;
226 prog->Parameters = _mesa_new_parameter_list();
227
228 _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
229
230 process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
231
232 /* Make a pass over the IR to add state references for any built-in
233 * uniforms that are used. This has to be done now (during linking).
234 * Code generation doesn't happen until the first time this shader is
235 * used for rendering. Waiting until then to generate the parameters is
236 * too late. At that point, the values for the built-in uniforms won't
237 * get sent to the shader.
238 */
239 foreach_in_list(ir_instruction, node, shader->ir) {
240 ir_variable *var = node->as_variable();
241
242 if ((var == NULL) || (var->data.mode != ir_var_uniform)
243 || (strncmp(var->name, "gl_", 3) != 0))
244 continue;
245
246 const ir_state_slot *const slots = var->get_state_slots();
247 assert(slots != NULL);
248
249 for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
250 _mesa_add_state_reference(prog->Parameters,
251 (gl_state_index *) slots[i].tokens);
252 }
253 }
254
255 do_set_program_inouts(shader->ir, prog, shader->Stage);
256
257 prog->SamplersUsed = shader->active_samplers;
258 prog->ShadowSamplers = shader->shadow_samplers;
259 _mesa_update_shader_textures_used(shProg, prog);
260
261 _mesa_reference_program(ctx, &shader->Program, prog);
262
263 brw_add_texrect_params(prog);
264
265 prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
266 compiler->scalar_stage[stage]);
267
268 _mesa_reference_program(ctx, &prog, NULL);
269 }
270
271 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
272 for (unsigned i = 0; i < shProg->NumShaders; i++) {
273 const struct gl_shader *sh = shProg->Shaders[i];
274 if (!sh)
275 continue;
276
277 fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
278 _mesa_shader_stage_to_string(sh->Stage),
279 i, shProg->Name);
280 fprintf(stderr, "%s", sh->Source);
281 fprintf(stderr, "\n");
282 }
283 }
284
285 if (brw->precompile && !brw_shader_precompile(ctx, shProg))
286 return false;
287
288 build_program_resource_list(ctx, shProg);
289 return true;
290 }